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authorPouleyKetchoupp <pouleyketchoup@gmail.com>2021-07-15 12:38:48 -0700
committerPouleyKetchoupp <pouleyketchoup@gmail.com>2021-07-19 17:24:04 -0700
commit940838c1742c7f7ba9ca94321502ac3263252255 (patch)
treedfbd8f3c1c52b8acdaaa97f8d8de517b416c055c /servers/physics_3d/body_pair_3d_sw.cpp
parent617327118b5917528d77da40a5b000af6a4d1485 (diff)
One-directional collision layer check for rigid bodies and soft bodies
Check for each body individually if it collides with the other one or ignores it. When a body is being ignored, the other body's mass is considered infinite when applying impulses to avoid extra overlapping.
Diffstat (limited to 'servers/physics_3d/body_pair_3d_sw.cpp')
-rw-r--r--servers/physics_3d/body_pair_3d_sw.cpp156
1 files changed, 107 insertions, 49 deletions
diff --git a/servers/physics_3d/body_pair_3d_sw.cpp b/servers/physics_3d/body_pair_3d_sw.cpp
index af680f23db..c27a2ecced 100644
--- a/servers/physics_3d/body_pair_3d_sw.cpp
+++ b/servers/physics_3d/body_pair_3d_sw.cpp
@@ -212,16 +212,16 @@ real_t combine_friction(Body3DSW *A, Body3DSW *B) {
}
bool BodyPair3DSW::setup(real_t p_step) {
- dynamic_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
- dynamic_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
-
if (!A->interacts_with(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self())) {
collided = false;
return false;
}
+ collide_A = (A->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && A->collides_with(B);
+ collide_B = (B->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && B->collides_with(A);
+
report_contacts_only = false;
- if (!dynamic_A && !dynamic_B) {
+ if (!collide_A && !collide_B) {
if ((A->get_max_contacts_reported() > 0) || (B->get_max_contacts_reported() > 0)) {
report_contacts_only = true;
} else {
@@ -250,11 +250,11 @@ bool BodyPair3DSW::setup(real_t p_step) {
if (!collided) {
//test ccd (currently just a raycast)
- if (A->is_continuous_collision_detection_enabled() && dynamic_A && !dynamic_B) {
+ if (A->is_continuous_collision_detection_enabled() && collide_A) {
_test_ccd(p_step, A, shape_A, xform_A, B, shape_B, xform_B);
}
- if (B->is_continuous_collision_detection_enabled() && dynamic_B && !dynamic_A) {
+ if (B->is_continuous_collision_detection_enabled() && collide_B) {
_test_ccd(p_step, B, shape_B, xform_B, A, shape_A, xform_A);
}
@@ -293,6 +293,15 @@ bool BodyPair3DSW::pre_solve(real_t p_step) {
const Basis &basis_A = A->get_transform().basis;
const Basis &basis_B = B->get_transform().basis;
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &inv_inertia_tensor_A = collide_A ? A->get_inv_inertia_tensor() : zero_basis;
+ const Basis &inv_inertia_tensor_B = collide_B ? B->get_inv_inertia_tensor() : zero_basis;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
c.active = false;
@@ -303,7 +312,7 @@ bool BodyPair3DSW::pre_solve(real_t p_step) {
Vector3 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
- if (depth <= 0) {
+ if (depth <= 0.0) {
continue;
}
@@ -339,9 +348,9 @@ bool BodyPair3DSW::pre_solve(real_t p_step) {
do_process = true;
// Precompute normal mass, tangent mass, and bias.
- Vector3 inertia_A = A->get_inv_inertia_tensor().xform(c.rA.cross(c.normal));
- Vector3 inertia_B = B->get_inv_inertia_tensor().xform(c.rB.cross(c.normal));
- real_t kNormal = A->get_inv_mass() + B->get_inv_mass();
+ Vector3 inertia_A = inv_inertia_tensor_A.xform(c.rA.cross(c.normal));
+ Vector3 inertia_B = inv_inertia_tensor_B.xform(c.rB.cross(c.normal));
+ real_t kNormal = inv_mass_A + inv_mass_B;
kNormal += c.normal.dot(inertia_A.cross(c.rA)) + c.normal.dot(inertia_B.cross(c.rB));
c.mass_normal = 1.0f / kNormal;
@@ -349,10 +358,10 @@ bool BodyPair3DSW::pre_solve(real_t p_step) {
c.depth = depth;
Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- if (dynamic_A) {
+ if (collide_A) {
A->apply_impulse(-j_vec, c.rA + A->get_center_of_mass());
}
- if (dynamic_B) {
+ if (collide_B) {
B->apply_impulse(j_vec, c.rB + B->get_center_of_mass());
}
c.acc_bias_impulse = 0;
@@ -378,6 +387,15 @@ void BodyPair3DSW::solve(real_t p_step) {
const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &inv_inertia_tensor_A = collide_A ? A->get_inv_inertia_tensor() : zero_basis;
+ const Basis &inv_inertia_tensor_B = collide_B ? B->get_inv_inertia_tensor() : zero_basis;
+
+ real_t inv_mass_A = collide_A ? A->get_inv_mass() : 0.0;
+ real_t inv_mass_B = collide_B ? B->get_inv_mass() : 0.0;
+
for (int i = 0; i < contact_count; i++) {
Contact &c = contacts[i];
if (!c.active) {
@@ -401,10 +419,10 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- if (dynamic_A) {
+ if (collide_A) {
A->apply_bias_impulse(-jb, c.rA + A->get_center_of_mass(), max_bias_av);
}
- if (dynamic_B) {
+ if (collide_B) {
B->apply_bias_impulse(jb, c.rB + B->get_center_of_mass(), max_bias_av);
}
@@ -415,16 +433,16 @@ void BodyPair3DSW::solve(real_t p_step) {
vbn = dbv.dot(c.normal);
if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
- real_t jbn_com = (-vbn + c.bias) / (A->get_inv_mass() + B->get_inv_mass());
+ real_t jbn_com = (-vbn + c.bias) / (inv_mass_A + inv_mass_B);
real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- if (dynamic_A) {
+ if (collide_A) {
A->apply_bias_impulse(-jb_com, A->get_center_of_mass(), 0.0f);
}
- if (dynamic_B) {
+ if (collide_B) {
B->apply_bias_impulse(jb_com, B->get_center_of_mass(), 0.0f);
}
}
@@ -446,10 +464,10 @@ void BodyPair3DSW::solve(real_t p_step) {
Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
- if (dynamic_A) {
+ if (collide_A) {
A->apply_impulse(-j, c.rA + A->get_center_of_mass());
}
- if (dynamic_B) {
+ if (collide_B) {
B->apply_impulse(j, c.rB + B->get_center_of_mass());
}
@@ -473,11 +491,11 @@ void BodyPair3DSW::solve(real_t p_step) {
if (tvl > MIN_VELOCITY) {
tv /= tvl;
- Vector3 temp1 = A->get_inv_inertia_tensor().xform(c.rA.cross(tv));
- Vector3 temp2 = B->get_inv_inertia_tensor().xform(c.rB.cross(tv));
+ Vector3 temp1 = inv_inertia_tensor_A.xform(c.rA.cross(tv));
+ Vector3 temp2 = inv_inertia_tensor_B.xform(c.rB.cross(tv));
real_t t = -tvl /
- (A->get_inv_mass() + B->get_inv_mass() + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
+ (inv_mass_A + inv_mass_B + tv.dot(temp1.cross(c.rA) + temp2.cross(c.rB)));
Vector3 jt = t * tv;
@@ -493,10 +511,10 @@ void BodyPair3DSW::solve(real_t p_step) {
jt = c.acc_tangent_impulse - jtOld;
- if (dynamic_A) {
+ if (collide_A) {
A->apply_impulse(-jt, c.rA + A->get_center_of_mass());
}
- if (dynamic_B) {
+ if (collide_B) {
B->apply_impulse(jt, c.rB + B->get_center_of_mass());
}
@@ -595,13 +613,23 @@ void BodySoftBodyPair3DSW::validate_contacts() {
}
bool BodySoftBodyPair3DSW::setup(real_t p_step) {
- body_dynamic = (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC);
-
if (!body->interacts_with(soft_body) || body->has_exception(soft_body->get_self()) || soft_body->has_exception(body->get_self())) {
collided = false;
return false;
}
+ body_collides = (body->get_mode() > PhysicsServer3D::BODY_MODE_KINEMATIC) && body->collides_with(soft_body);
+ soft_body_collides = soft_body->collides_with(body);
+
+ if (!body_collides && !soft_body_collides) {
+ if (body->get_max_contacts_reported() > 0) {
+ report_contacts_only = true;
+ } else {
+ collided = false;
+ return false;
+ }
+ }
+
const Transform3D &xform_Au = body->get_transform();
Transform3D xform_A = xform_Au * body->get_shape_transform(body_shape);
@@ -639,13 +667,20 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
const Transform3D &transform_A = body->get_transform();
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &body_inv_inertia_tensor = body_collides ? body->get_inv_inertia_tensor() : zero_basis;
+
+ real_t body_inv_mass = body_collides ? body->get_inv_mass() : 0.0;
+
uint32_t contact_count = contacts.size();
for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
Contact &c = contacts[contact_index];
c.active = false;
- real_t node_inv_mass = soft_body->get_node_inv_mass(c.index_B);
- if (node_inv_mass == 0.0) {
+ real_t node_inv_mass = soft_body_collides ? soft_body->get_node_inv_mass(c.index_B) : 0.0;
+ if ((node_inv_mass == 0.0) && (body_inv_mass == 0.0)) {
continue;
}
@@ -654,15 +689,11 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
Vector3 axis = global_A - global_B;
real_t depth = axis.dot(c.normal);
- if (depth <= 0) {
+ if (depth <= 0.0) {
continue;
}
- c.active = true;
- do_process = true;
-
#ifdef DEBUG_ENABLED
-
if (space->is_debugging_contacts()) {
space->add_debug_contact(global_A);
space->add_debug_contact(global_B);
@@ -677,13 +708,21 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
body->add_contact(global_A, -c.normal, depth, body_shape, global_B, 0, soft_body->get_instance_id(), soft_body->get_self(), crA);
}
- if (body_dynamic) {
+ if (report_contacts_only) {
+ collided = false;
+ continue;
+ }
+
+ c.active = true;
+ do_process = true;
+
+ if (body_collides) {
body->set_active(true);
}
// Precompute normal mass, tangent mass, and bias.
- Vector3 inertia_A = body->get_inv_inertia_tensor().xform(c.rA.cross(c.normal));
- real_t kNormal = body->get_inv_mass() + node_inv_mass;
+ Vector3 inertia_A = body_inv_inertia_tensor.xform(c.rA.cross(c.normal));
+ real_t kNormal = body_inv_mass + node_inv_mass;
kNormal += c.normal.dot(inertia_A.cross(c.rA));
c.mass_normal = 1.0f / kNormal;
@@ -691,10 +730,12 @@ bool BodySoftBodyPair3DSW::pre_solve(real_t p_step) {
c.depth = depth;
Vector3 j_vec = c.normal * c.acc_normal_impulse + c.acc_tangent_impulse;
- if (body_dynamic) {
+ if (body_collides) {
body->apply_impulse(-j_vec, c.rA + body->get_center_of_mass());
}
- soft_body->apply_node_impulse(c.index_B, j_vec);
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, j_vec);
+ }
c.acc_bias_impulse = 0;
c.acc_bias_impulse_center_of_mass = 0;
@@ -719,6 +760,13 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
const real_t max_bias_av = MAX_BIAS_ROTATION / p_step;
+ Basis zero_basis;
+ zero_basis.set_zero();
+
+ const Basis &body_inv_inertia_tensor = body_collides ? body->get_inv_inertia_tensor() : zero_basis;
+
+ real_t body_inv_mass = body_collides ? body->get_inv_mass() : 0.0;
+
uint32_t contact_count = contacts.size();
for (uint32_t contact_index = 0; contact_index < contact_count; ++contact_index) {
Contact &c = contacts[contact_index];
@@ -728,6 +776,8 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
c.active = false;
+ real_t node_inv_mass = soft_body_collides ? soft_body->get_node_inv_mass(c.index_B) : 0.0;
+
// Bias impulse.
Vector3 crbA = body->get_biased_angular_velocity().cross(c.rA);
Vector3 dbv = soft_body->get_node_biased_velocity(c.index_B) - body->get_biased_linear_velocity() - crbA;
@@ -741,10 +791,12 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 jb = c.normal * (c.acc_bias_impulse - jbnOld);
- if (body_dynamic) {
+ if (body_collides) {
body->apply_bias_impulse(-jb, c.rA + body->get_center_of_mass(), max_bias_av);
}
- soft_body->apply_node_bias_impulse(c.index_B, jb);
+ if (soft_body_collides) {
+ soft_body->apply_node_bias_impulse(c.index_B, jb);
+ }
crbA = body->get_biased_angular_velocity().cross(c.rA);
dbv = soft_body->get_node_biased_velocity(c.index_B) - body->get_biased_linear_velocity() - crbA;
@@ -752,16 +804,18 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
vbn = dbv.dot(c.normal);
if (Math::abs(-vbn + c.bias) > MIN_VELOCITY) {
- real_t jbn_com = (-vbn + c.bias) / (body->get_inv_mass() + soft_body->get_node_inv_mass(c.index_B));
+ real_t jbn_com = (-vbn + c.bias) / (body_inv_mass + node_inv_mass);
real_t jbnOld_com = c.acc_bias_impulse_center_of_mass;
c.acc_bias_impulse_center_of_mass = MAX(jbnOld_com + jbn_com, 0.0f);
Vector3 jb_com = c.normal * (c.acc_bias_impulse_center_of_mass - jbnOld_com);
- if (body_dynamic) {
+ if (body_collides) {
body->apply_bias_impulse(-jb_com, body->get_center_of_mass(), 0.0f);
}
- soft_body->apply_node_bias_impulse(c.index_B, jb_com);
+ if (soft_body_collides) {
+ soft_body->apply_node_bias_impulse(c.index_B, jb_com);
+ }
}
c.active = true;
@@ -780,10 +834,12 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
Vector3 j = c.normal * (c.acc_normal_impulse - jnOld);
- if (body_dynamic) {
+ if (body_collides) {
body->apply_impulse(-j, c.rA + body->get_center_of_mass());
}
- soft_body->apply_node_impulse(c.index_B, j);
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, j);
+ }
c.active = true;
}
@@ -804,10 +860,10 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
if (tvl > MIN_VELOCITY) {
tv /= tvl;
- Vector3 temp1 = body->get_inv_inertia_tensor().xform(c.rA.cross(tv));
+ Vector3 temp1 = body_inv_inertia_tensor.xform(c.rA.cross(tv));
real_t t = -tvl /
- (body->get_inv_mass() + soft_body->get_node_inv_mass(c.index_B) + tv.dot(temp1.cross(c.rA)));
+ (body_inv_mass + node_inv_mass + tv.dot(temp1.cross(c.rA)));
Vector3 jt = t * tv;
@@ -823,10 +879,12 @@ void BodySoftBodyPair3DSW::solve(real_t p_step) {
jt = c.acc_tangent_impulse - jtOld;
- if (body_dynamic) {
+ if (body_collides) {
body->apply_impulse(-jt, c.rA + body->get_center_of_mass());
}
- soft_body->apply_node_impulse(c.index_B, jt);
+ if (soft_body_collides) {
+ soft_body->apply_node_impulse(c.index_B, jt);
+ }
c.active = true;
}